#pragma BLENDER_REQUIRE(common_view_lib.glsl) #ifndef USE_GPU_SHADER_CREATE_INFO in vec3 pos; #endif void main() { /* `pos` contains the coordinates of a quad (-1..1). but we need the coordinates of an image * plane (0..1) */ vec3 image_pos = pos * 0.5 + 0.5; vec4 position = point_object_to_ndc(image_pos); gl_Position = position; }